Antidote
Casting Time 1, Duration 1, Power 1, Touch
This spell gives an additional Concentration or Endurance test at +40% to one type of poison, toxin or drug effect. Per casting of the spell.
Arcane Missile
Casting Time 1, Power 1, Ranged, Resist (Evade)
A vortex of eldritch energy forms in the casters hand, when directed at a target it streaks with a line of sight up to 60 feet away causing
4D6 magical damage.
Arcane Shield
Casting Time 1, Duration 60, Power 1, Trigger (Attack)
A crystal like globe appears around the caster fading from sight after a moment. If a physical attack occurs, then the shield reacts with a
flash and reduces the damage by 2D6.
Charm
Casting Time 1, Power 3, Ranged, Duration: See below
This spell will only affect humanoids and certain other creatures. The victim is allowed an opposed Concentration test. If the Test is successful, the spell has no effect. If it is failed, the victim will believe that the Sorcerer is its “best friend,” and will try to defend the Sorcerer against any threat, whether real or imagined. The victim is “Charmed.” As a general rule, the “persons” affected by this spell are all creatures which look similar to humans in various ways. It will not affect animals, magical creatures (such as living statues), or
human‐like creatures larger than ogres. If the Sorcerer can speak a language that the Charmed victim understands, the Sorcerer may give orders to the victim. These orders should sound like suggestions, as if ‘just between friends.” These orders will usually be obeyed, but orders that are contrary to the victim’s nature (alignment and habits) may be resisted. A victim will refuse to obey if ordered to kill itself. A Charm may last for months. The victim may make another Saving Throw every day. If you are Charmed, your DM will tell you when to make the new Concentration test. The Charm is automatically broken if the Sorcerer attacks the victim, whether by spell or by weapon. The victim will fight normally if attacked by the Sorcerer’s allies.
Demoralise
Casting Time 1, Duration 5, Power 5, Ranged, Resist (Concentration)
The target of this spell has all Weapon skills halved and may not cast offensive spells. If this spell takes effect before combat begins, the target will try to avoid fighting and will either run or surrender. The effects of this spell are automatically cancelled by the Fanaticism spell and vice versa.
Detection
Casting Time 1, Concentration, Power 1, Ranged
This is actually several spells, though they all operate in a similar fashion, the Detect X must be chosen when learning the spell. Which allow the caster locate the closest target of the spell within its range. This effect is stopped by a thick substance such as metal, earth or stone that is at least one metre thick. It is also blocked by Countermagic Shield, though the caster will know the target is somewhere within range (though not its precise location) and that it is being protected by Countermagic Shield. The separate Detect spells are listed below.
Detect Enemy: Gives the location of one creature who intends to harm the caster.
Detect Magic: Gives the location of the nearest magic item, magical creature or active spell.
Detect Species: Each Detect Species spell will give the location of the nearest creature of the specified species. Examples of this spell include Detect
Detect Substance: Each Detect Substance spell will give the location of the nearest substance of the specified type. Examples of this spell include Detect Coal, Detect Gold and Detect Wood.
Dispel Magic
Casting Time 2, Instant, Power 1, Ranged
This spell will attack and eliminate other spells. Dispel Magic will eliminate a combined Power of spells equal to its own Power, starting with the most powerful affecting the target. If it fails to eliminate any spell (because the spell’s Power is too high), then its effects immediately end and no more spells will be eliminated. A spell cannot be partially eliminated, so a target under the effects of a spell whose Power is higher than that of Dispel Magic will not have any spells currently affecting it eliminated.
Emotion
Casting Time 2, Duration 5, Power 3, Ranged, Resist ‐ Concentration if the caster is able to affect the target with this spell, he can cause the target to feel whatever emotion he desires.
Fear
Casting Time 1, Power 5, Ranged, Resist (Concentration, see below)
This spell causes the target to be gripped with overwhelming fear. Fear has no effect on unconscious targets, targets without a Mind Attribute or targets that are currently under the effect of a Fear spell.
Fear Effects
Target Fumble on Concentration test: Victim instantly suffers enough health damage to its Chest to cause a Critical Wound, as its heart stops.
Target Fails on Concentration test: Victim flees in screaming terror for 2D6 Rounds. Victim will not engage in combat unless forced to and will use the Run action whenever possible (unless a faster mode of egress is available).
success on Concentration test: Victim is shaken and disturbed, suffering a –10% penalty to all skill tests for 10 rounds.
Target critically succeeds Concentration test: Victim is unaffected by the spell and cannot be affected by further Fear spells for a number of minutes equal to its Spirit attribute.
Heal Body
Casting Time 1, Power 1+, Touch
This powerful spell instantly heals 1D6 Health per Power point spent. However, the target must still be functional to be healed – Heal Body will not reattach a severed limb or otherwise heal any Critical Wound suffered by the recipient. A maximum of a maximum of 1 + the power attribute modifier may be spent on Power, therefor a Priest with a Spirit of 16 (4) could cast a maximum of 5 Power and heal 5D6 Health.
Heal Wound
Casting Time 1, Instant, Power 5, Touch
This spell heals Critical Wounds; the character is immediately restored to 1 Health. This spell will not cause limbs to reattach or regenerate, however.
Light
Casting Time 1, Duration 60, Power 1, Ranged
This spell creates a ball of pall white light to appear and shed light across a 30’ area. The area is considered to be illuminated. Note that only the specified area is illuminated – everything outside the area of effect is not. This spell creates raw light, not a flame.
Madness
Instant, Power 3, Ranged, Resist (Concentration, see below)
This spell causes the target to lose contact with reality and become a gibbering loon. Madness has no effect on unconscious targets, targets without a Mind Attribute or targets that are currently under the effect of a Madness spell.
Madness Effects
Fumble on Concentration test: Victim instantly loses 1D3 Mind permanently and lapses into a catatonic state for a 1D6 minutes.
Fail on Concentration test: Victim gibbers and raves uncontrollably for 1D6 rounds. Victim will perform random Combat Actions during this period;
Roll 1D6:
1 – Move to close combat attack a random target;
2 – Run in a random direction;
3 – Cast a spell at random target;
4 – Use ranged attack against random target;
5 – Shout at random target;
6 – Change stance.
Success on Concentration test: Victim is shaken and disturbed, suffering a -4 penalty to all skill tests for 1D6 rounds.
Critical on Concentration test: Victim is unaffected by the spell and cannot be affected by further Madness spells for 1D6 rounds.
Pact
Casting Time 5, Instant, Power 3, Touch
This spell creates a pact between two parties; each one is bound by the terms and agreements of the pact. If either one of the party or both break the pack then the spell is triggered. The breaker will instantly suffer 2D6 wounds of damage, the stench of rotten eggs (this cannot be masked) and a tattoo of “CHEAT” will appear on his forehead (this cannot be hidden; it will glow though anything placed in front of it). The other party will instantly know the pact has been broken and the location to where the pact breaker is. The stench and tattoo effect is permanent unless dispelled by a Dispel Magic at twice the normal requirement.
Polymorph Other
Casting Time 1, Ranged: 60‘ Duration: Permanent until dispelled, Power 6
This spell changes the victim into another living creature. The new form may have no more than twice the amount of Health as the original, or the spell will fail. Health remains the same. Unlike the polymorph self spell, the recipient actually becomes the new creature, gaining any and all special abilities of the new form, plus its tendencies and behaviour. For example, a hobgoblin polymorphed into a mule will think and act like a mule. This spell cannot create a duplicate of a specific individual, only a race or monster type. For example, a creature polymorphed into a “Warrior” will indeed become a human, but not necessarily a Warrior. The victim of this spell may make an opposed Concentration Saving Throw to avoid the effect. The effect lasts until dispelled, or until the creature dies.
Polymorph Self
Casting Time 1, Duration: 6 turns + 1 turn per Mind modifier of the caster, Power 6
This spell allows the caster to change shape, taking the physical form of another living creature. The Health of the new form must be equal to or less than the Health of the caster. The caster’s AR Class, Health, Skill rolls, and Saving Throws do not change. Special abilities and special immunities of the new form are not gained, but physical abilities are acquired. For example, a Sorcerer polymorphed into a frost giant has the strength of a frost giant and the ability to hurl boulders, but not immunity from cold. A Sorcerer polymorphed into a dragon could fly but would not be able to use any breath weapons or spells. Spells cannot be cast while polymorphed into a different form. The spell lasts for the given duration, or until dispelled, or until the caster is killed. This spell will not enable the caster to take the form of a specific individual (see polymorph other).
Protection Circle
Casting Time 60, Duration 60, Power 3, Ritual
This spell creates a 20’ diameter circle they will prevent the supernatural from physically entering or harming anyone inside.
Reduce Fatigue
Casting Time 1, Power 1, Touch
This spell reduces the recipients fatigue level by one stage. The recipient can only benefit from this once per hour.
Second Sight
Casting Time 2, Duration 5, Power 3, Ranged
Though it is blocked by anything that blocks normal vision, Second Sight allows the caster to gauge the Power of every creature and magic item within range. The caster will know if each aura created by Power is less than his own Power, within three points of his own Power or greater than his own Power.
Additionally, Second Sight provides a +15% bonus on Perception tests to notice hidden magical items or hiding people. Second Sight will also reveal invisible entities; though only a hazy image will show (treat such targets as partially obscured).
Speak with the Dead
Casting Time 10, Duration 1, Power 5, Touch
This spell allows the priest to force a corpse to temporarily reanimate and compel the spirit to answer truthfully, the corpse must have the constitute body parts to be able to speak and understand the Spellcaster.
Spirit Block
Casting Time 1, Duration 10, Power 1+, Touch
The recipient of Spirit Block may only be touched by spirits with a Spirit Attribute greater than the spell’s Power.
A spirit unable to touch a Spirit Blocked character will not be able to personally attack or harm the recipient, including through ranged attacks (such as a thrown spectral javelin). A spell cast by a spirit at the recipient is blocked unless its Power exceeds Spirit Block’s Power. Spirit Block is incompatible with Absorption, Reflection and Shield.
Spiritual Journey
Casting Time 1, Duration 60, Power 4, Touch
This spell shunts the physical form of the recipient into the spirit world. The recipient’s corporeal body literally disappears to mundane sight as it moves to coexist with the recipient’s spirit. As a traveller in the spirit world, the recipient automatically gains the effects of Soul Sight for the duration of his Spiritual Journey. However, he will suffer a –40% penalty to all Perception tests to spot mundane items or events in the real world while in the spirit world. He may also interact with spirits on a near-equal footing. While on his Spiritual Journey, the recipient has all his usual Attributes, skills and Talents; his equipment functions normally. None of the recipient’s physical attacks can harm the mundane world but they will affect spirits. When the spell’s Duration expires, the recipient’s body phases back into the real world.
Spirit Summoning
Casting Time 100, Duration varies, Power 10, Ritual
This spell allows the caster to summon spirits, in order to do so the caster must summon the spirit and then enter spirit combat with each other, if the caster wins the combat then the caster can choose to question the spirit in exactly the same way as Speak with the Dead or can choose to spend an addition 10 Power and compel the spirit to serve him for 24 hours. The spirit then takes the same attributes as of a Wraith. The Caster can choose to permanently sacrifice 1 Spirit Attribute point and bind the spirit for 1 year and 1 day. The spirit will vanish at the end of the duration of the spell.
Truth
Casting Time 2, Concentration, Power 2, Resist (Concentration), Touch
The target must speak the truth as he knows it while under the effect of this spell, or he will be burned by any metal in contact with his flesh (causing 1D6 of damage per round on the stricken location). This spell may not be resisted, but it will be obvious to the spellcaster if his Truth spell has been resisted.